var t = require;
var e = module;
var o = exports;
var i, n = this && this.__extends || (i = function(t, e) {
    return (i = Object.setPrototypeOf || {
        __proto__: []
    }
    instanceof Array &&
    function(t, e) {
        t.__proto__ = e
    } ||
    function(t, e) {
        for (var o in e) Object.prototype.hasOwnProperty.call(e, o) && (t[o] = e[o])
    })(t, e)
},
function(t, e) {
    function o() {
        this.constructor = t
    }
    i(t, e),
    t.prototype = null === e ? Object.create(e) : (o.prototype = e.prototype, new o)
}),
a = this && this.__decorate ||
function(t, e, o, i) {
    var n, a = arguments.length,
    r = a < 3 ? e: null === i ? i = Object.getOwnPropertyDescriptor(e, o) : i;
    if ("object" == typeof Reflect && "function" == typeof Reflect.decorate) r = Reflect.decorate(t, e, o, i);
    else for (var s = t.length - 1; s >= 0; s--)(n = t[s]) && (r = (a < 3 ? n(r) : a > 3 ? n(e, o, r) : n(e, o)) || r);
    return a > 3 && r && Object.defineProperty(e, o, r),
    r
};
Object.defineProperty(o, "__esModule", {
    value: !0
});
var r = t("GameConstant"),
s = t("BroadCastMessage"),
l = cc._decorator,
c = l.ccclass,
d = l.property,
h = function(t) {
    function e() {
        var e = null !== t && t.apply(this, arguments) || this;
        return e.sp_blast = null,
        e._gameControl = null,
        e
    }
    return n(e, t),
    e.prototype.onLoad = function() {
        this.node.active = !1
    },
    e.prototype.init = function(t) {
        this._gameControl = t,
        this._gameControl.node.addChild(this.node, r.Scene_Z_Index.Car_Blast)
    },
    e.prototype.onGameBoutReady = function() {
        this.node.active = !1
    },
    e.prototype.onGameBoutStart = function() {},
    e.prototype.playEffect = function(t) {
        var e = this;
        this.node.active = !0,
        this.sp_blast.node.active = !0;
        var o = null;
        t == r.Car_Site.Left ? (o = this._gameControl._carLeftView.getCarWorldPos(), this.sp_blast.setAnimation(0, "huangche_baozha", !1)) : t == r.Car_Site.Right && (o = this._gameControl._carRightView.getCarWorldPos(), this.sp_blast.setAnimation(0, "lanche_baozha", !1));
        var i = this.node.parent.convertToNodeSpaceAR(o);
        this.node.position = cc.v3(i.x, i.y, 0),
        this.node.zIndex = r.Scene_Z_Index.Car_Blast,
        s.default.getInstance().SendMessage(r.Game_Broadcast_Func.Audio, r.Game_Audio_ID.car_boom),
        this.scheduleOnce(function() {
            e.sp_blast.node.active = !1,
            e.node.active = !1
        },
        1.25)
    },
    a([d(sp.Skeleton)], e.prototype, "sp_blast", void 0),
    a([c], e)
} (cc.Component);
o.default = h